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Pellisworth posted:Empire's Free Company Militia are loving amazing. They're not much worse than swordsmen in melee but also are faster and have ranged attacks. They're amazing early game as skirmishers and ambush units. Late game I find them pretty hilarious vs Norsca also. Chariots aside basically everything in the Norse roster either gets quickly shot to pieces and/or loses in melee to a big old stack of Free Company.
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# ? May 26, 2017 03:49 |
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# ? Jun 3, 2024 16:06 |
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Yeah, I'm completely stumped. I have no idea what I'm missing.
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# ? May 26, 2017 04:00 |
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god loving drat it norsca is such bullshit edit: I had a turn 80 chaos invasion, earliest I ever seen, and sure enough skaelings with 2 full stacks of chaos chariots to annoy the gently caress outta me dead gay comedy forums fucked around with this message at 05:56 on May 26, 2017 |
# ? May 26, 2017 05:52 |
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reminder that the counter to chariots is horsies
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# ? May 26, 2017 06:35 |
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No, it's auto resolve.
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# ? May 26, 2017 06:48 |
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Plus norsca nerf mod
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# ? May 26, 2017 06:50 |
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Yeah i prefer to nerf Norsca into "nuisance" level and buff Warriors of Chaos AI into truly doom levels of danger. Feels more appropriate.
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# ? May 26, 2017 07:16 |
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ASININE MORTAL
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# ? May 26, 2017 07:38 |
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dead comedy forums posted:god loving drat it norsca is such bullshit Ever endgame i see the 3 chaos stacks and I think "doable but scary" Then i see the four norsca stacks behind them. gently caress, let the vamps/empire deal with that.
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# ? May 26, 2017 07:52 |
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I don't know what it is about Free Company for me but christ they level so much faster than other units, autoresolve or otherwise. I'm always chasing vet on my 250+ kill per fight Reiksguard and some random free company I plopped down are already Gold Rank (vet 7) when my starting Franz Reiks are finally hitting vet 4, despite not really being outstanding in combat and being purchased some number of turns later. What's with the experience weighting in this game?
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# ? May 26, 2017 09:02 |
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I switched from greenskins to vampire counts and this was much easier I now have two armies of those flying monsters and the only tactic i need anymore is "send them at the enemy until the enemy gets too scared to fight". If they got a ton of hard dudes i'll just summon some zombies to act as meatshields while my flying monsters swoop down and do their thing It's actually even getting a bit boring I might switch to bretonnia, are they any fun?
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# ? May 26, 2017 10:53 |
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dead comedy forums posted:god loving drat it norsca is such bullshit My last beastmen campaign was one of the stranger ones I've played because for some reason the vargs and skaelings just decided to chill out at home and didn't really attack anybody instead leaving me and the WoC to do all the heavy lifting.
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# ? May 26, 2017 11:27 |
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Fartbox posted:I switched from greenskins to vampire counts and this was much easier If you do a Bret campaign, you should know ahead of time that you're really not meant to fight other Bretonnians. Foreigners and vampires are fair game, but otherwise you're expected to expand by confederation. Also, there's an event on turn 2 that screws your public order for a while, it's scripted and unavoidable, don't freak out.
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# ? May 26, 2017 11:51 |
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Fartbox posted:I switched from greenskins to vampire counts and this was much easier They are very fun imo Probably the most well-done of the current factions, not surprising since they're the newest.
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# ? May 26, 2017 12:02 |
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Fartbox posted:I switched from greenskins to vampire counts and this was much easier I'm also pretty new to the game here are my takeaways for the five non-DLC factions: Dwarves have heavily armored infantry and great artillery but they're slow as poo poo and have no cavalry. Expensive and smaller but high-quality units. They're also not really into magic. Empire is well-rounded with a focus on artillery (even better than dwarves?) and cavalry, but they have a moderately difficult starting position. Vampires have tons of chaff backed by strong flying, monster, and cavalry units. Zero ranged, they're pure melee. Greenskins are also well-rounded with a focus on offense, they're a bit squishy. Also a tricky starting position. Bretonnia is all about the cavalry, baby. I haven't played them as much but their infantry feels flimsy, artillery is alright though.
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# ? May 26, 2017 12:24 |
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Pellisworth posted:I'm also pretty new to the game here are my takeaways for the five non-DLC factions: With the Brets you can actually research stuff to make your basic cheapo peasants hit harder and have better leadership. Combine that with Blessing of the Lady and the buffs from high Chivalry and they turn into... acceptable tarpits, and they're cheaper to recruit than they are to maintain. Their archers (especially the fire and disease ones) can be pretty drat OP too.
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# ? May 26, 2017 12:28 |
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Also if you feel like Vampire Counts are too easy, are you fighting the dwarves yet? Because you have zero armor piercing options until tier 3 buildings and they will gently caress you hard.
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# ? May 26, 2017 12:35 |
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Don't need armor piercing when I'm so spooky their entire army just runs away But yeah i already got high tier units. I just assaulted a castle with an all flying army of terrorgheists and those other flying -gheists + bats. I just flew over the walls and ate everyone inside while Isabella spammed zombies everywhere to slow down their soldiers until the SPOOK FACTOR routed all of them There were so many flying monsters on my screen I could barely see what was goin on
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# ? May 26, 2017 12:38 |
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Fartbox posted:Don't need armor piercing when I'm so spooky their entire army just runs away Are you playing on easy? Try a Vargulf, those are pretty fun to watch.
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# ? May 26, 2017 13:26 |
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I'm really enjoying Steel Faith. It is a lot of fun particularly because you get a ton more winds of magic to play with and improves a lot of buildings. Settlements are now mini fortresses but the catch is that the towers don't have unlimited range anymore. There are lots of changes to units but it's hard for me to tell exactly what (be nice to have a specific breakdown of the changes compared to stock). The goal seems to be to make all the units in your roster relevent, so even late game those chaff units have utility (having a units utility be 'they're cheap' becomes irrelevant late game when you're swimming in money).
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# ? May 26, 2017 13:36 |
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Holy poo poo, the Legendary Lords Remastered mod's solution to Kemmler being a sad garbage fire is so simple that it's brilliant. Aside from the various campaign level tweaks, in combat they made him start with *every* Raise Dead spell; the default one, Helman Ghorst's Grave Guard/Wight King one, and the Strigoi Ghoul-King's Crypt Ghouls/Crypt Horrors one. He's still a piss weak baby who dies to anything that touches him, but he can pull so many dirty tricks with all the various undead units he's allowed to raise and given enough time and winds he can basically conjure an additional stack out of the ground if he's allowed to. It's an amazingly fun and thematic way to make him relevant and powerful while making playing him feel really different from playing a normal vampire lord. The fuckin Lichemaster!
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# ? May 26, 2017 14:21 |
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Kemmler's appearance makes me imagine there's these Necromancer Amish sect living in Sylvania that raises zombies to perform tedious tasks like barn raising or making the seasons fruit preserves.
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# ? May 26, 2017 14:45 |
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Panfilo posted:Kemmler's appearance makes me imagine there's these Necromancer Amish sect living in Sylvania that raises zombies to perform tedious tasks like barn raising or making the seasons fruit preserves. I'm pretty sure this is canon.
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# ? May 26, 2017 14:48 |
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So how are you supposed to play the beastmen in the grand campaign? The lack of a stable income from cities is really throwing me off. I can snipe some poorly defended towns and get some cash no problem. But at some point my horde will get hunted down by an AI army I can't avoid and after I win that fight I just get into a catch22 situation where I need to sack cities in order to get money to rebuild my horde, which I can't do because my horde is too weak. Every attempt at a Beastmen campaign just ended in a downward spiral I couldn't get out of. I guess CA's intent was for the Beastmen to abuse their default stance and lure armies to ambushes, but that seem doesn't work because AI blatantly cheats and always knows exactly where you at all times.
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# ? May 26, 2017 15:29 |
Raygereio posted:So how are you supposed to play the beastmen in the grand campaign? The lack of a stable income from cities is really throwing me off. I can snipe some poorly defended towns and get some cash no problem. But at some point my horde will get hunted down by an AI army I can't avoid and after I win that fight I just get into a catch22 situation where I need to sack cities in order to get money to rebuild my horde, which I can't do because my horde is too weak. Every attempt at a Beastmen campaign just ended in a downward spiral I couldn't get out of. they don't
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# ? May 26, 2017 15:39 |
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Well for some reason my Mod decided to poo poo the bed and break every part of it. Which means I'm starting trying to do custom abilities from the beginning again. I should, SHOULD, have everything here to make the ability, assign it to Franz and lock it properly Course, I have no idea.
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# ? May 26, 2017 15:39 |
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Raygereio posted:So how are you supposed to play the beastmen in the grand campaign? The lack of a stable income from cities is really throwing me off. I can snipe some poorly defended towns and get some cash no problem. But at some point my horde will get hunted down by an AI army I can't avoid and after I win that fight I just get into a catch22 situation where I need to sack cities in order to get money to rebuild my horde, which I can't do because my horde is too weak. Every attempt at a Beastmen campaign just ended in a downward spiral I couldn't get out of. They really don't. The AI has no ability to follow hidden stances unless it has a garrison, agent or army nearby. Do note that Beast-Paths do not count as a hidden stance.
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# ? May 26, 2017 15:46 |
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Panfilo posted:I'm really enjoying Steel Faith. It is a lot of fun particularly because you get a ton more winds of magic to play with and improves a lot of buildings. Settlements are now mini fortresses but the catch is that the towers don't have unlimited range anymore. Just quoting to say everyone should try out Steel Faith. I'm not an authority but overall it seems a lot more fun and well-made than the usual Total War overhaul. It still plays like the base game, just better. Way better than your radious or lorehammer or europa barbarorum.
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# ? May 26, 2017 15:53 |
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Submarine Sandpaper posted:they don't Regardless, what are people's starting moves for the Beastmen campaign?
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# ? May 26, 2017 15:55 |
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Steel Faith is real good but it can be extremely difficult on higher levels. A lot of the Empire factions get wiped out really fast. On VH or Legendary it routinely takes me 20-30 turns to consolidate Reikland because of how stacked garrisons are. Vampire factions are also a lot harder to deal with since vampires themselves are buffed, their units are larger, and I think cheaper too. It's not uncommon to have a single vampire faction invade your territory with 5-7 full stacks of troops. If you're at war with more than one vampire faction at the same time, good loving luck.
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# ? May 26, 2017 15:58 |
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Raygereio posted:Regardless, what are people's starting moves for the Beastmen campaign? To start a new game as dwarves
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# ? May 26, 2017 15:58 |
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Raygereio posted:So how are you supposed to play the beastmen in the grand campaign? The lack of a stable income from cities is really throwing me off. I can snipe some poorly defended towns and get some cash no problem. But at some point my horde will get hunted down by an AI army I can't avoid and after I win that fight I just get into a catch22 situation where I need to sack cities in order to get money to rebuild my horde, which I can't do because my horde is too weak. Every attempt at a Beastmen campaign just ended in a downward spiral I couldn't get out of. Also, don't clear out areas. If you've got a huge burned out swathe of land behind you, you don't have anywhere to go if you get in trouble, but weakened defeated countries will give you someone weak to beat up on when you need some more sweet cash. Overgrazing is a good way to starve: you want your enemies to be able to resettle behind you.
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# ? May 26, 2017 16:01 |
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In my wood elf campaign I am finally about to wrap things up. Highlight of the game was marching my growing armies east to get ready to face chaos and after a bloody 3 on 2 stack battle against Archon the game was basically over. Of course the fucker was still alive but then I chased him up north and got to enjoy watching Danuu, a Dragon and a Treeman team up to beat him into a bloody pulp. There really is something fun about moving Wood Elf armies through devastated lands as the moment an outpost goes up then attrition from battle just stops mattering anymore.
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# ? May 26, 2017 16:08 |
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Raygereio posted:If they don't, then they sure act like they do. I've had armies and agents walk up to my hordes while they're hidden and patiently wait one or two turns until the RNG decides my horde is revealed. Depends on your starting lord. I usually recommend merging your hordes and deleting the second one because you won't have enough upkeep to maintain both in the early game while maintaining Bray-Herd creation levels (17+ units). Pick Gorebull with the event that gives you a hero and the go for Minotaurs, unless you are Morghur, in which case beeline for Chaos Spawns and then create your second horde earlier than usual because your main army will be practically free. My general advice is to create a second horde when you have at least 20K in the bank and enough inertia to keep the sacks coming. Khazrak should kill Estalia and then either go through the sea and land North of Carcassone (you don't want to get close to Athel Loren until you have two or three hordes) or through the Border Princes and begin to kill the Empire. As Morghur you should destroy Middenland and move to try to snipe the Empire while it is still coping with the Secessionists. If you wait for the moon event you can time your assaults or big battles to when you get to pick your bonuses, you can win some ridiculous sieges if you take the one that gives your whole army +melee attack in exchange for campaign speed, and you can recover very quickly from battles with the one that exchanges growth for recovery. In any way, your focus should be to kill the main Bretonnian and Empire factions in the craddle to prevent confederations, then you can pick and choose your targets. The Chaos Hordes that spawn in the mid-game will be allied with you, so you can count on them and Norsca to burn down the whole map. Time is on your side, so pick fights at your convenience.
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# ? May 26, 2017 16:13 |
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ZearothK posted:Depends on your starting lord. I usually recommend merging your hordes and deleting the second one because you won't have enough upkeep to maintain both in the early game while maintaining Bray-Herd creation levels (17+ units). Pick Gorebull with the event that gives you a hero and the go for Minotaurs, unless you are Morghur, in which case beeline for Chaos Spawns and then create your second horde earlier than usual because your main army will be practically free. My general advice is to create a second horde when you have at least 20K in the bank and enough inertia to keep the sacks coming.
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# ? May 26, 2017 16:34 |
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Edgar Allen Ho posted:Just quoting to say everyone should try out Steel Faith. I'm not an authority but overall it seems a lot more fun and well-made than the usual Total War overhaul. It still plays like the base game, just better. Way better than your radious or lorehammer or europa barbarorum. It's probably the best Major Overhaul mod, and I do use it, but there are a few things I don't like about it. I'm a big fan of the "Infinite range towers" thing, and Steel Faith removes that. I also don't like how many things get Charge Defense vs All now. Makes charges feel less cool
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# ? May 26, 2017 16:40 |
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Is there a website that breaks down all the changes it makes to units?I'm playing empire with it right now but can't tell how much different units are.
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# ? May 26, 2017 16:53 |
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Beastmen are best played as a nuisance rather than as a 'real' faction. Are you ending your turns in the encampment stance? The normal movement stance gives you a chance to ambush somebody you attack, but it does not hide you at all. The moment you see some doom stack(s) headed your way you should just move elsewhere (75% move + encamp). Wait until two factions are at war and hit them at home when their armies are away. Keep in the back of your mind that other factions can accomplish your goals for you (greenskins, warriors of chaos, norscans, wood elves, estalia, border princes, etc) Also, one thing I did in my last campaign was take the 'minus whatever turns siege and + attrition' blue line on my secondary general and then use him to siege walled cities with my main army in support. With the overall '-2 turns for sieges' tech you can attrition out a lot of walled cities pretty fast which is especially handy for fighting dwarfs since they get pretty powerful garrison troops. The only thing I really hate about the beastmen is the long campaign objective of sacking 50 different cities. It takes forever, and it's easy to get locked out of it if the warriors of chaos are too effective (and/or the computer AI refuses to re-settle ruins). I think sacking 50 cities (total) would probably be a decent objective. You can basically win the beastman campaign with just a mediocre army and a lot of time as long as the other factions don't destroy every city before you reach your 'cities sacked' goal. I like to spend a lot of time building up my horde and feeding on weak armies and towns before splurging for the -upkeep buildings once I have my base building requirements handled (full gor/ungor line, full mino line, bray shaman / cygor building, +armor buff buildings). e: also like the other poster said gorebulls are insanely powerful so pick one of them. Massive buffs and excellent fighters make them one of the best heroes in the game. Every beastman lord gets insane buffs as well which really make them a strength (+20% weapons strength for the whole army? crazy). I tended to get assassinated a lot so it's nice switching to 2 LL led hordes when you get the chance since LLs can never be permanently killed even on critical assassination success. Damn Dirty Ape fucked around with this message at 17:55 on May 26, 2017 |
# ? May 26, 2017 17:51 |
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GoLambo posted:I don't know what it is about Free Company for me but christ they level so much faster than other units, autoresolve or otherwise. I'm always chasing vet on my 250+ kill per fight Reiksguard and some random free company I plopped down are already Gold Rank (vet 7) when my starting Franz Reiks are finally hitting vet 4, despite not really being outstanding in combat and being purchased some number of turns later. What's with the experience weighting in this game? IIRC Total War hands out XP based on price differentials of kills, so a cheaper unit will gain XP faster than a more expensive one if they're both killing midrange units.
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# ? May 26, 2017 18:48 |
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# ? Jun 3, 2024 16:06 |
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StashAugustine posted:IIRC Total War hands out XP based on price differentials of kills, so a cheaper unit will gain XP faster than a more expensive one if they're both killing midrange units. Yep. If you start as Karl you can get your starting handgunners to gold chevrons in the first few turns by having them snipe commanders when you fight secessionists and do the quest battle.
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# ? May 26, 2017 18:50 |